Well, that was a long break from blogging. But I’ve been working, honest. Boy, have I been working.
The biggest change since May is that I’ve been collaborating with an artist on a new visual style for the rappelling game. There will be much more on this in a later post. For now, suffice it to say that the game is going to be quite a bit cuter! And it might not be called “Rappunzel” anymore.
Here’s a glimpse of the new character design:
That shading has been quite the source of frustration lately. Come to find out, it’s really difficult to create random shadows piece-by-piece. I would have used effects shaders, if they didn’t kill the frame rate so violently. There was also the option to create larger portions of terrain, instead of building tiny interlocking pieces. But I was fond (and maybe a little too proud) of the true randomness of the old system. So I’ve been trying to make it work this way. There will be all sorts of little contour details and small bits of vegetation when it’s all said and done.
Anywho, that’s the game lately. When we’ve gotten more of the visual style implemented, I’ll do a more thorough post on the artwork and collaboration.